[quote]Do they really stack like that? I don't have the numbers to prove it, but I didn't notice much benefit past 1.[/quote] Typically if I put down three refineries I get ballpark 3.5 metal/crystal extra per second. They take a while to fire up for some reason. There's a lag between when it starts and reeeally kicks in. I think it's waiting until a ship makes the trip to the extractor, and then makes it way back. It does work, just has some odd lag in it. Sorta like with phase lane
Raging Amish
[quote]Personally I'm a little fearful of buffing fighters[/quote] This is a tough issue. Personally, I say the current balance of fighters is probably the best you can get. We saw hat life was like with stronger strikecraft back in 1.10. Now, I wasn't around for it, but it sounds like it was a close, but carriers replaced LRF's as the backbone of the fleet, so the balance wasn't any better. Currently, I'm perfectly content having scouts as the counter to long range frigates.
[quote](and even though Raging Amish says plenty about how that doesn't work that well the 4-5 I have played with him he has done a scout/disciple rush every time)[/quote] Lol. People are still pretty 1 dimensional in their opening strategies. I won't deny that I use the strategy in the very early stages of the game quite frequently. I find it to be extremely effective on the defensive. I don't care too much for using it on the offensive unless my opponent is spamming long range frigs
[quote]Thing about the overseer is, unlike the other races, overseer does not require pre-requisite research (like shield or repair research) that actually makes it the CHEAPEST support ship to obtain as it requires only 1 more lab and a handful more resources to research. And yes, moving them down would make them obtainable to an SB rusher too early, throwing the balance scales out the window. Overseers have good reason to be in tier 4, and in truth a player who has spent the money to get a
[quote]Amish- I don't think starbase abilities need to be bothered with.[/quote] Neither do I. I'd like the range of the ogrov increased. The point of an anti-starbase unit is to kill a starbase, so it's no use if it can't do that. [quote]As for Mag clouds, i say don't bother. They're there to be annoying. If anything, i think there should be 1 or 2 MORE annoying GWs out there. Is it THAT unbelieveable that there are anomolies out there with no beneficial purpose.[/quote]</
About Magnetic clouds. Cykur and I were talking, and he convinced me that they're not without purpose, but they still annoy me. I have no idea if this is even possible, but I'd like it if the devs would adjust the random map generator so that magnetic clouds can't be next to a homeworld. My biggest pet peeve in this game is on maps where I have an empty neutral providing grav well, a dead asteroid, a black hole, or a magnetic cloud NEXT to my homeworld. They're a a gigantic econ
Actually I like that set-up. Basically you build a carrier cap and a bunch of scouts/light frigs and flush the guy out. You have the better element of surprise when you're the guy with the lone phase lane because the odds are the guy will scout you after you scout him. Still a rotten sitch.
[quote]problem is "skilled" is relative[/quote] Actually, he is right. Something along the lines of 200+ games would probably be a better name to give to these matches Or 100+ wins, or whatever. Something along those lines.
I can top all of you. Worst I've ever seen is one phase lane from my homeworld that led to....another allie's homeworld. That's a bad starting position that not only screws you, but your ally too.
Well, let's have a battle of wits shall we: 150 scouts vs. 50 Illums 4 guardians(i'm going to assume you meant shield bubble?) vs. 7 Hoshikos 2 Progen vs. Akkan and ....if i saw a bunch of Illums....i'd get a sova or possibly even another akkan. The progen is my favorite target for ion bolt outside of marza's with missile barrage. If you would actually target the scouts first and not chase away the Akkan, my money is on the Akkan with ion bolt breaking sh
[quote]No RTS has simply been about the fastest clicker. [/quote] Ever played AOE II: The Conquerors? Just being fecicious
[quote]i don't get why you ppl don't double the progen[/quote] I don't think it's that the strategy is no longer viable, because it is. I think it's more that Progen, Progen lends itself more to a fight where attrition in the battle is the dominating factor, A.K.A. I'm saying this was used a lot more when it was lrf vs. lrf battles. Now that counters are more viable to just about everything, you don't see it as much because sure the Progen will live, but no amount of shield rege
[quote]somethin fishy bout the econimizer, y use light frigates n scouts?[/quote] I'm getting at in online play, if you can avoid upping your level of taxation, you should. And more specifically, if you can avoid spending money on ships you needs labs and techs for, you can save space for logistics labs and more tradeports. Eventually eco players tend to have to mil at some point. The scout/lf fleet is just the cheapest option because they require no tech to get them. <span st
[quote]I've experimented with siege frigates once or twice, but the bottom line is that they're so expensive and easy to counter that even if you do succeed in taking out a planet you usually can't do that much with it.[/quote] Pretty much that sums it up. It's not a bad idea to mix in say 1-3 once you have a decent sized fleet of say 2 caps and 100 frigs. You can send the fleet to fight somewhere else and let the seige frigs seige, or you can take down a planet even quicker, bu
If Prince is your thing, that's fine by me. He's just not my style of music. He's a huge step up over (exempting aerosmith....although N'Sync and Britney Spears joined them so that was a tainted performance) anything MTV put together. I like how people were surprised that MTV didn't know anything about music (to quote lewis black).
The good folks are out there. Unfortunately it's the annoying folk who leave the longest lasting impression. Can't speak for Knewgui, but if it makes you feel better, here's a replay of Howler losing. http://www.filefront.com/14725857/AutoRecord-10141323.record/ I will hold out one last string of hope that it was someone impersonating howler, but you're right. I don't kick newbs for vets. If you've been waiting, you get to play. It's that simple. Only way you get a spo
Personally, I'm a little disappointed in the direction sins is heading with the new faster setting. The whole reason I liked sins is because it was a slightly slower paced game. By that I mean if you selected all fast and no quickstart, the game fleshed out probably in the range of 30 min to 4 hours, depending on how good a match it was. Now the game is all about speed speed speed, fleet fleet fleet, rush rush rush. Little disheartening for me honestly. I want to beat you beca
You wanna know the wierd thing? I'm 21 and listen to nothing but the music from the 60's, 70's, and 80's. All of which is before I was born. Aerosmith, Dire Straits, Peter Frampton, Eric Clapton, TOM F'IN PETTY, The Clash, The Doobie Brothers, The Beatles, The Rolling Stones, the list goes on and on and on, so don't feel I'm leaving any group out specifically. My generation complains that the halftime show is a bunch of old gesers who are boring to listen to (ok, that's
[quote]how will diplomacy actually effect these games?[/quote] You have to buy a tier 4 ( i believe ) tech before you can actually feed an Ally. Realistically that means feeders won't be feeding in any decent amount ( and it will be pure feeders, not people on the front lines with random cash to spare ) until probably 20 minutes into the game, and even then it won't be as much because of how much they had to invest in labs and an expensive tech. Feed won't stop by any means, but it wi
Question: How realistic would it be to start a 1v1 ladder for sins?
[quote]They were'nt really interesting because they're both sloppily executed.[/quote] BTW, who are you online Apheirox? Or aren't you online? There are three people in this game that while I may not always see eye to eye, I will always have immense respect for regardless of how they play. Those three are JJ, Tyr, and my oldest of clanmates/friends ( who unfortunately I seem to be entangled in a bit of an arguement right now ), Cykur. I'm curious as to who you are before I give a resp
[quote]Mind you, the same people who suggest they are ineffective are probably the people who kill you online using scouts.[/quote] Ouch. I wonder who that was intended at. Add the clause "kill you online when you spam lrfs." I'm no fool. I never use scouts if the enemy isn't spamming lrfs.
first off for advent it's hard to argue against anything besides the progen as cap #1 Progen, Radiance - I use this when I have to fight some uber ability, like missile barrage. The idea is to pick the ability antimatter bomb so the radiance at level 1 can counter anything Progen, Rapture - This is great if you are using a lot of carriers. You can amplifty their damage by +10%/+20%/+30% as the rapture levels up. Progen, Halcyon - I use this primarily if I need to fight
[quote]The scout is not a combat unit![/quote] You're around the 5th person I've heard vehemently argue this point, yet the only response I can give you is it's like saying I can't sleep on a couch because it's not a bed. Also, while this is not a shot at you, the underlying reasons for people who have argued this point with me have had the underlying motive of: "Whaaaaaaaaa, my lrf fleet can be countered!!!! Now I have to play tactically and not rely on a broken unit"
I should mention I am against just a flat nerf to 3X. What I would really like is a nerf to 300%-400%, but couple that with a buff to vasari upgrade that gives -25% for two upgrades. What I'd really like to see is the balance be set at 350%, but then the Vasari player can get -75% per upgrade to bring it down to 175%. That's what I'd like. It would make it so a starbase rusher HAS to get 3/4 tier tech before he can use the sneak attack stuff. I don't remember what tier the tech is. I